Is Multiplayer/online possible with Construct 2?

Discuss game development design and post your game ideas

Post » Sun May 05, 2013 4:56 am

>>> SciDave's Network CC plugin looks pretty low level, being packet-based (e.g. "GetToken(Network.PacketData,1,":")")

Realize this is an old thread...but my plugin is actually message based. You define the type of message by defining a key word "position" or "gameover" and then I used CC's built in Token function to search for the keyword. That is actually the super simple part.

The hard part of building a networked game is designed the game logic around a multi-person game. That is the piece that would be helpful for the plugin to manage at a higher level and hopefully C2 takes some of that burden away from the user vs how I did with the CC plugin.
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Post » Sat May 18, 2013 6:46 pm

multiplayer support is a far greater attraction than you guys are making it to be. even 2 player games were vastly more engaging than single player games, a simple shooter game like gradius is vastly more entertaining as a joint mission (lifeforce, twinbee)

single player games are fine, but making something that you can share with friends or use to meet new friends is far better.

let's start with something simple. multiplayer asteroids. can it be done?
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Post » Sun May 19, 2013 1:12 am

@ram1024: Be aware some players are not attracted at all towards multiplayer games, so in the end it only depends of your target audience.


As for the question "is multiplayer possible" yes it is, though at the moment real time is not really technically doable and it requires you to code the server side out of Construct2.
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Post » Sun May 19, 2013 3:49 am

[QUOTE=Kyatric] some players are not attracted at all towards multiplayer games[/QUOTE]

a minority of people would absolutely refuse to play a game just because it had a multiplayer option. i'm not talking about competitive play only games, i'm talking co-op or even just games where the only interaction you have with other people is chat

cheating was mentioned, in a co-op game like contra does cheating really matter?
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Post » Sun May 19, 2013 4:05 am

@ram1024


Real time multiplayer work for me well enough on a regional bases. I don't know where the myth that TCP can't do real time, but it's nto true. UDP is far better for realtime, but TCP can still work. Age of Empires was Realtime. Guildwars, WoW both use TCP for PvP. Is it as good as Call of Duty Counter strike. No, it's not. but the word "can't" or "technically not doable" is not applicable.

Hese a demo of TCP game
http://www.scirra.com/forum/Online-multiplayer-test-please_topic67488.html

There is no advance client prediction or dead reckoning. So if the latenency is bad enough characters will make a small jump. That's easily fixable by a better movement engine. The sample never intended to be good. just show the viabliity of WebSockets for real time game.

To me it's a success :)

the Server is located in Vancouver Canada, running on a netbook.

Also awarmenhoven and I are working on a mulitplayer solution for C2. We have a thread started looking for input in regards to how developers want to use the plugins.

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Post » Sun May 19, 2013 7:36 am

i'm glad people are making steps towards viable multiplayer. thank you for your post, the shooter test you created was enough to convince me that it will be solved by the time i actually get proficient enough at using construct to actually need something like it.

cheers
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